254,393 Commits over 3,990 Days - 2.66cph!

8 Months Ago
Fixed sidecar suspension. Fixed foot IK NREs on some bikes.
8 Months Ago
Foot IK for the trike passenger, and rotation limits. Removed starter key code.
8 Months Ago
Trike passenger mount added
8 Months Ago
Trike rear wheels turn, though on the wrong axis
8 Months Ago
Set up bike health
8 Months Ago
Assigned the correct gibs models
8 Months Ago
Merge underwater_fog -> Main
8 Months Ago
[Pick] Implement "GGXCubeMapBlur" filter on CPU, previously it did not work at all in CI since require RenderSystem which isn't ideal since it's the only thing that did so and is completely different from our Cubemapper GGX filter, this makes all filters consistent and much cleaner, remove Convolve Envmap shader I want to start using GGX filtering on skyboxes but this wouldn't work on CI because of that requirement
8 Months Ago
merging gibs for sidecar and tricycle (merged the tricycle folder in the process)
8 Months Ago
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
8 Months Ago
FPArms: genericized versions of new ironsight additive animations for the shared library
8 Months Ago
v_mp5: completely reworked state machines for triggering additive transitions (sprint & ironsights); the additives now always play correctly (and completely snap-free regardless of mashing) when their related poses are disabled by Tags, without any weird special case handling + holstering while sprinting doesn't clip into the camera anymore v_mp5: reworked ironsight animations + changed ironsights pose https://files.facepunch.com/maxlebled/1b1511b1/sbox-dev_2024-06-15_01-07-07.mp4
8 Months Ago
Set up trike cogs
8 Months Ago
Implement following the player
8 Months Ago
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8 Months Ago
Fix buy zone rules for non-host players Make sure game mode parent object is networked Maybe this doesn't matter?
8 Months Ago
Fix skinned model renderers using incorrect bounds when switching from a model with bones to a model without bones - use rigid bounds type for boneless models
8 Months Ago
Finish up the rest of the markers
8 Months Ago
Got monument map markers working
8 Months Ago
Remove every map generation component from scene spawner prefab for monuments - only output GameObject + ScenePrefab component
8 Months Ago
Spawn normal prefab when doing map generation so we can guarentee that all map generation components are present Remap to scene spawner only when spawning world
8 Months Ago
map updates
8 Months Ago
We don't need to do this anymore
8 Months Ago
Added another 0.25m to the seismic sensor range forgiveness, following CS 98678
8 Months Ago
Added cash bag weapon
8 Months Ago
Block cl_playerspraydisable Fixed util.GetModelMeshes leaking model refcounts Fixed sprites causing material refcounts going negative Similar case to models - sprite materials becoming available after precaching as error Minor changes Fixed Lua particles leaking material refcount This is fixed by precaching the material just before it is used Restore unmounting of server workshop addons Can be still disabled with `gmod_uncache_test -1` for testing purposes. Apply the fix for NPC death animation blending garrysmod-issues/issues/5891
8 Months Ago
Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views
8 Months Ago
More equipment naming
8 Months Ago
export latest 3p handcuffs anims
8 Months Ago
trike: - rigged up - added wheel/cog anim - added animator & move param - updated prefab to use new animator
8 Months Ago
Some Weapon / Equipment cleanup
8 Months Ago
Optimised ring road search
8 Months Ago
Merge from travelling_vendor -> Aux2
8 Months Ago
Basic vehicle visuals port
8 Months Ago
Fix FPS test scene
8 Months Ago
Switch `monument_scenes` convar to be saved
8 Months Ago
Hook it up in PS_FinalCombinerDoLighting before I do a full shader build
8 Months Ago
CDecalSceneObject - Non renderable, holds data only but can be culled by the scenesystem Tiled Frustums ( We should make light culling use these as they are more accurate and faster ) Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface Apply forward+ decals as part of standard shading (recompiles needed to support this feature)
8 Months Ago
merge from wire_slacking/optimisations
8 Months Ago
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8 Months Ago
burstcloth improvements - rotational constraints respected - constraint normals are correct now, significant improvement to length constraints - some jobsystem/burst optimizations
8 Months Ago
Setup Vintage Desk Prop Prefab Added and Setup Vintage Bookshelf Prop Prefab Added and Setup Vintage Dresser Prop Prefab
8 Months Ago
ARM crash fix test 3 (test 2 works, but this would be nicer)
8 Months Ago
further fixes to storage warehouse.
8 Months Ago
updated motorbike kickstand skinning, mask texture, and materials setup
8 Months Ago
ARM crash fix test 2
8 Months Ago
DSP volume system
8 Months Ago
ARM crash fix test
8 Months Ago
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things Set skybox as global cubemap Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
8 Months Ago
updated vcol on decals to tint the recent decal albedo changes